What is it?
This is a fully lua-controlled rollercoaster addon. You create individual nodes, and a track (with the catmull-rom spline algorithm) is generated between them.

Some features include:

-Fully physical rollercoaster trains ( they're an actual physics object! ) with multiple carts attached carts.
-An advanced tool combining all of the functions needed for coaster creation into a single tool with multiple tabs. (See below for pictures
-Saving and loading tracks, as well as the ability to upload tracks to the server.
-Adjustable track roll to allow deep turns or even barrel rolls.
-Custom generated mesh that actually looks like the track of a rollercoaster
-Realistic cart physics - all cart movement uses newton's theories of physics for accurate acceleration and friction.
-A bunch more, seriously.

Questions and AnswersQ: What is Github? Why is the addon hosted there?A: It's hosted on Github because I'm not perfect and make mistakes. I believe there are people much smarter than I who can contribute and improve the addon.

Q: I'm getting some major FPS lag. What can I do to increase my perfomance?A: In the Settings tab of the tool, you'll find a bunch of performance settings. The most performance heavy thing at the moment is track previews (the little green lines) and supports, so those would be a good start.

Q: Where are my saved tracks stored? A: All saved tracks are located in your garrysmod/data/Rollercoasters folder. If a client uploaded a track to your server, they will be located in garrysmod/data/Rollercoasters/Server

Q: I have a bug report/suggestion for rollercoaster. Where do I slap it?A: Bug reports and suggestions can be made on the Github page.

Q: Where can I see progress on upcoming version of rollercoaster?A: All progress can be seen on the Trello page.

yes, but derailed carts will knock railed carts off the track, which will means that trains of carts cannot pass through jumps without major damage, and becoming singular carts (or trains of one)

Edited:

this is really just to preserve the thingy used to ensure that trains of carts look good

there's this part where the code corrects distorted space between carts in a train that arises from passing between segments at different velocities, which cannot work well with jumps, even if every cart were to land on the second ID fine

Colorable track segments! As well as some bug fixes in the newest update.

-Fixed multiple supports being drawn for the first node
-Moved the CoasterID to new string DTVar (should fix some weird issues when joining a server with already spawned coasters)
-Fixed mesh not drawing if the controller was out of the clients PVS
-Fixed error when spawning saved tracks in singleplayer
-Track meshes are now colorable

No, but there are some things you can adjust to help it run better.
coaster_supports 0/1 (draw the supports, tend to be a bit performance heavy)
coaster_previews 0/1 (draw the green preview lines)
coaster_resolution 1-100 (the 'resolution' of the track. This affects how long it takes to generate the track)

This is possibly one of the best addons for gmod and I'm glad you made it happen!
Only thing it could really do with is some custom models for the carts, because let's face it, the ones in PHX are pretty poor quality.

This is possibly one of the best addons for gmod and I'm glad you made it happen!
Only thing it could really do with is some custom models for the carts, because let's face it, the ones in PHX are pretty poor quality.

Sunabouzu said he'd make me some actual carts, but he gave me a sonic one instead.

Edited:

Also new update, hopefully fixed some problems people were having:

-Limited player grabbing of the physics mesh on the client, in addition to the server. Woops. (This may fix some strange bugs )
-Supports refresh their clientside models automatically if they ever become invalid.
-Greatly improved speed of drawing supports.

I had an idea while playing around with this. Instead of having to press c to set height and roll, couldn't you do something like the camera tool (without zooming though). You simply clicks and it creates a node. Elevation is determined by player elevation. Roll is determined by the cameras roll.